All Resources should have abilities

Onun

Chieftain
Joined
Jun 13, 2016
Messages
10
Location
Portugal
Hello

This is my first post :blush:

I Think all resources should give some kind of advantage or have an specific ability

In Civ 5 marble have (bonus on wonder construction); gold/silver (mint) and incense (monastery)
The others should have also

What do you think?

Here some examples:
stone - better city defence (stone create better walls and castles and so on)
citrus - better health on maritime unites and perhaps others also (good against disease
cotton/silk - units have better defence againts pre industrial units ( better clothes)
iron - better attack to pre industrial units
fish/crab - give more x% grouth to the city (healthier food)

please complete

Thank you

"There is no Knowledge that is not Power"
 
I think "all resources" would probably be overkill, but having more Effects like the one Marvel mas would indeed be cool and help with diversifying starting positions and general City development.

However, don't forget that Buildings with Local Resource Requirements pretty much already serve a similar Function in Civ 5.
 
I like the idea.

I think cotton/silk = better clothes = other civs are impressed by your clothes = some sort of positive diplomacy modifier ... that's how I would go with it, personally.
 
Cotton should allow for faster ships (cotton sails)
You're a seasnake, so you would know. :p

I'm all for this feature. Here are some semi-serious suggestions for bonuses:

Gold: Graphical effect that adds gold ornaments to wonders (+ a small bonus for banks etc)

Pearls: Small bonus in diplomacy for female leaders ('These? Oh, we robbed them from the Aztecs. What's a queen to do; we can't well import them due to our own policies!')

Cocoa: Faster movement in tundra and snow tiles (just makes a ruler reassured to know those brave Alpine Troopers are tucked in all nice 'n tight! :lol:)

Coffee: More powerful diplomatic envoys ('O-one... More... D-deal...' :mischief:)

Uranium: Higher strength for Robotic Mutant Soldiers :nuke::D (if they keep with the GDR approach to late era units)
 
I also do think that this is a wonderful idea, and long overdue. Added effects for luxury rsources would give them more flavour, and would condition a lot the development of your civ and strategies to follow (as it happened in the real world) and it would make going for war a far moreinteresting affair.

If I would have to give additional effects to luxuries (other than providing amenities / happiness), these would be my suggestion:

- Salt: +1 food in cattle, fish & sheep resources
- Dyes: +2 culture to artist specialists
- Incense: +1 faith to religious buildings and +2 to religious districts
- Marble: +15% production towards world wonders
- Cotton: +1 production to plantations, +15% science with printing press
- Spices: +1 additional trade route +15% growth with hospital
- Gold: +6 gold in capital, allows the building of cecas
- Ivory: Generates extra amenities with colisseum, circus, zoos
- Pearls: +1 culture and +1 gold to fishing boats
- Whales: +3 production to coastatal cities
- Furs: Extra amenities in cities next to tundra terrain and in districts located on tundra
- Silk: +50% radious to your land trade routes, +15% culture with printing press
- Wine: Cultural & tourism districts generates extra amenities, allows the construction of wineries
- Sugar: +1 gold to plantations, +2 with colonialism
- Diamonds: +10% to gold, +3 science to scientists specialists with computers
 
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